Esempio n. 1
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption("MineSweaper")

        self.iconImage = pygame.image.load('data/images/mine.png')
        pygame.display.set_icon(self.iconImage)

        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution,
                                    'data/theme/mineSweaper_theme.json')

        self.clock = pygame.time.Clock()
        self.running = True
        '''
            Create game Window
        '''
        self.mainMenu = None

        self.recreate_ui()
Esempio n. 2
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    def __init__(self, screen_resolution, entity_master, game_clock):
        self.gui_manager = UIManager(screen_resolution, main_theme)

        self.entity_master = entity_master
        self.game_clock = game_clock
        self.main_menu_active = False

        self.main_menu_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 112, screen_resolution[1] - 112),
            (110, 110)),
                                                  text='',
                                                  object_id="button_main_menu",
                                                  manager=self.gui_manager,
                                                  tool_tip_text="Menu")

        self.pause_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 200, screen_resolution[1] - 80), (70, 70)),
                                              text="pause",
                                              object_id="sim_button",
                                              manager=self.gui_manager,
                                              tool_tip_text="Pause Sim")

        self.exit_button = elements.UIButton(relative_rect=Rect(
            (10, screen_resolution[1] - 80), (70, 70)),
                                             text="exit",
                                             object_id="sim_button",
                                             manager=self.gui_manager,
                                             tool_tip_text="Exit Sim")
        self.drag_begin = None
        self.info_screen = self.build_info_display(screen_resolution)
        self.info_screen.kill()
Esempio n. 3
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    def __init__(self):
        # Start up Pygame.
        pygame.init()

        # Title the window our game runs in.
        pygame.display.set_caption(config.game_name)
        
        self.options = Options()

        # Define the dimensions of our game's window.
        self.window_surface = pygame.display.set_mode(self.options.resolution)
        self.window_surface.blit(pygame.image.load("media/images/background.png"), (0, 0))

        self.start_up = True
        self.enter_mines = False
        self.enter_busstop = False
        self.enter_uptown = False

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution, PackageResource(package='media.themes', resource='theme.json'))

        self.text_block = None
        self.text_entry = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])
        self.running = True
Esempio n. 4
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption("Options UI")
        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(
            self.options.resolution,
            PackageResource(package='data.themes', resource='theme_2.json'))
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.test_button = None
        self.test_button_2 = None
        self.test_button_3 = None
        self.test_slider = None
        self.test_text_entry = None
        self.test_drop_down = None
        self.panel = None
        self.fps_counter = None
        self.frame_timer = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()

        self.button_response_timer = pygame.time.Clock()
        self.running = True
        self.debug_mode = False
Esempio n. 5
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 def build_gui(self):
     logging.debug(f"Scene<{self.scene_name}> Is Building GUI")
     if self.gui is not None:
         logging.debug(f"Scene<{self.scene_name}> UIManager is present, clearing current values for rebuild")
         self.gui = None
         self.ui_elements.clear()
         self.gui = UIManager(self.display.get_size(), GUI_THEME_FILE)
     else:
         logging.debug(f"Scene<{self.scene_name}> UIManager not present, creating new manager")
         self.gui = UIManager(self.display.get_size(), GUI_THEME_FILE)
Esempio n. 6
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption('Urizen 0.2.5')
        self.opt = GUIOptions()
        self.gen_state = GeneratorsState()
        if self.opt.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.RESIZABLE)

        self.background_surface = None

        self.ui_manager = UIManager(
            self.opt.resolution,
            PackageResource('urizen.data.themes', 'gui_theme.json'))
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.panel = None

        self.message_window = None

        self.active_panel = None
        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])

        self.button_response_timer = pygame.time.Clock()
        self.running = True
Esempio n. 7
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/theme.json')

        self.title = UILabel(relative_rect=pygame.Rect(350, 50, 100, 50),
                             text='Connexion',
                             manager=self.manager)

        self.labelPseudo = UILabel(relative_rect=pygame.Rect(
            400 - 210, 142, 100, 50),
                                   text='Pseudo',
                                   manager=self.manager)

        self.pseudo = UITextEntryLine(relative_rect=pygame.Rect(
            400 - 100, 150, 200, 50),
                                      manager=self.manager)

        self.labelPassword = UILabel(relative_rect=pygame.Rect(
            400 - 210, 222, 100, 50),
                                     text='Mot de passe',
                                     manager=self.manager)

        self.password = UITextEntryLine(relative_rect=pygame.Rect(
            400 - 100, 230, 200, 50),
                                        manager=self.manager)

        self.buttonLogin = UIButton(relative_rect=pygame.Rect(
            400 - 100, 320, 200, 50),
                                    text='Se connecter',
                                    manager=self.manager)

        self.buttonSignup = UIButton(relative_rect=pygame.Rect(
            400 - 100, 400, 200, 50),
                                     text='Pas de compte ?',
                                     manager=self.manager)
Esempio n. 8
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/signup.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 50, 200, 50),
                             text='Inscription',
                             manager=self.manager)

        self.labelPseudo = UILabel(relative_rect=pygame.Rect(400 - 210, 142, 100, 50),
                                   text='Pseudo',
                                   manager=self.manager)

        self.pseudo = UITextEntryLine(relative_rect=pygame.Rect(400 - 100, 150, 200, 50),
                                      manager=self.manager)

        self.labelPassword = UILabel(relative_rect=pygame.Rect(400 - 210, 222, 100, 50),
                                     text='Mot de passe',
                                     manager=self.manager)

        self.password = UITextEntryLine(relative_rect=pygame.Rect(400 - 100, 230, 200, 50),
                                        manager=self.manager)

        self.buttonSignup = UIButton(relative_rect=pygame.Rect(400 - 100, 320, 200, 50),
                                     text="S'inscrire",
                                     manager=self.manager)

        self.buttonLogin = UIButton(relative_rect=pygame.Rect(400 - 100, 400, 200, 50),
                                    text="Déja un compte ?",
                                    manager=self.manager)
Esempio n. 9
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/home.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Instruction',
                             manager=self.manager,
                             object_id='#title')

        self.text = UITextBox(
            relative_rect=pygame.Rect(100, 100, 800 - 200, 600 - 100),
            html_text=
            "<body><b>Touche</b><br>Espace -> Tirer<br>Entrer -> Magasin<br>Echap -> Menu de sauvegarde<br>Flèche droite et gauche -> Se déplacer<br><br><b>Système de Niveau</b><br>Niveau 1 -> 0 à 5000 points<br>Niveau 2 -> 5000 à 10000 points<br>Niveau 3 -> 10000 à 15000 points<br>Niveau 4 -> plus de 15000 points<br><br><b>Système du jeu</b><br>Le Joueur commence avec 3 vies, lorsque un monstre touche le joueur celui-ci perd une vie et le monstre meurt.<br>Un monstre rapporte 100 points et 1 credit lorsque le joueur le tue et retire 50 points lorsque le monstre touche le sol<br>Le Joueur a un pourcentage de chance d'obtenir un bonus lorsqu'il tue un monstre<br><br><b>Les Bonus</b><br>Double attaque -> Double les dégats du missile du joueur<br>3 missiles -> Tire 3 missiles au lieu de 1<br>Double score -> Double le score du joueur<br>Temps d'apparition -> Le temps d'apparition est augmenté de 2s</body>",
            manager=self.manager)

        self.buttonReturn = UIButton(relative_rect=pygame.Rect(
            20, 20, 200, 50),
                                     text='Retour',
                                     manager=self.manager)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 10
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    def test_using_theme_prototype(self, _init_pygame,
                                   _display_surface_return_none):
        manager = UIManager((800, 600),
                            os.path.join("tests", "data", "themes",
                                         "ui_window_prototype.json"))
        window = UIWindow(pygame.Rect(0, 0, 200, 200),
                          window_display_title="Test Window",
                          manager=manager)

        button_rect = pygame.Rect(0, 0, 150, 30)
        button_rect.topright = (-10, 10)
        button = UIButton(
            relative_rect=button_rect,
            text="Test Button",
            tool_tip_text=
            "This is a test of the button's tool tip functionality.",
            manager=manager,
            container=window,
            anchors={
                'left': 'right',
                'right': 'right',
                'top': 'top',
                'bottom': 'top'
            })

        assert window.image is not None
        assert window.shadow_width == 1
        assert window.border_width == 2
        assert window.shape_corner_radius == 10
        assert button.shadow_width == 1
        assert button.border_width == 2
        assert button.shape_corner_radius == 4
Esempio n. 11
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 def __init__(self, parse, name=""):
     init()
     display.init()
     self.DIMS = (display.Info().current_w, display.Info().current_h)
     self.BG = Surface(self.DIMS)
     self.SCREEN = display.set_mode(self.DIMS, -2147483648)
     self.MANAGER = UIManager(self.DIMS)
     set_visible(True)
     update()
     Exit((0, 0), self.MANAGER)
     clear = Clear((0, 30), self.MANAGER)
     Spawn((0, 60), self.MANAGER, clear, self.DIMS, parse, name)
     Killer((0, 90), self.MANAGER, clear)
     Paint((0, 120), self.MANAGER)
     self.clock = Clock()
     while True:
         self.process_events()
Esempio n. 12
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/loading.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Charger une partie',
                             manager=self.manager,
                             object_id='#title')
        self.scrollingContainer = UIScrollingContainer(
            relative_rect=pygame.Rect(100, 100, 700, 400),
            manager=self.manager)

        self.verticalScrollBar = UIVerticalScrollBar(
            relative_rect=pygame.Rect(680, 0, 20, 400),
            manager=self.manager,
            visible_percentage=0.8,
            container=self.scrollingContainer)

        self.background = UIPanel(relative_rect=pygame.Rect(0, 0, 500, 80),
                                  starting_layer_height=0,
                                  manager=self.manager,
                                  container=self.scrollingContainer)

        self.name = UILabel(relative_rect=pygame.Rect(10, 10, 200, 20),
                            text='Charger une partie',
                            manager=self.manager,
                            object_id='#text-button',
                            container=self.background)

        self.date = UILabel(relative_rect=pygame.Rect(300, 10, 200, 20),
                            text='date de la partie',
                            manager=self.manager,
                            object_id='#text-button',
                            container=self.background)

        self.currentScore = UILabel(relative_rect=pygame.Rect(10, 40, 200, 20),
                                    text='45544',
                                    manager=self.manager,
                                    object_id='#text-button',
                                    container=self.background)

        self.maxScore = UILabel(relative_rect=pygame.Rect(300, 40, 200, 20),
                                text='1255454',
                                manager=self.manager,
                                object_id='#text-button',
                                container=self.background)

        self.buttonCreating = UIButton(relative_rect=pygame.Rect(
            0, 0, 500, 80),
                                       text='',
                                       manager=self.manager,
                                       container=self.scrollingContainer)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 13
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    def test_check_hover(self, _init_pygame, default_ui_manager: UIManager,
                         _display_surface_return_none: None):
        window = UIWindow(pygame.Rect(100, 100, 200, 200),
                          window_display_title="Test Window",
                          manager=default_ui_manager,
                          resizable=True)

        default_ui_manager.mouse_position = (window.rect.left +
                                             window.shadow_width,
                                             window.rect.centery)
        window.resizing_mode_active = False
        window.check_hover(0.05, False)
        assert window.edge_hovering[0]

        default_ui_manager.mouse_position = (window.rect.right -
                                             window.shadow_width,
                                             window.rect.centery)
        window.resizing_mode_active = False
        window.check_hover(0.05, False)
        assert window.edge_hovering[2]

        default_ui_manager.mouse_position = (window.rect.centerx,
                                             window.rect.top +
                                             window.shadow_width)
        window.resizing_mode_active = False
        window.check_hover(0.05, False)
        assert window.edge_hovering[1]

        default_ui_manager.mouse_position = (window.rect.centerx,
                                             window.rect.bottom -
                                             window.shadow_width)
        window.resizing_mode_active = False
        window.check_hover(0.05, False)
        assert window.edge_hovering[3]

        default_ui_manager.mouse_position = (800, 800)
        window.resizing_mode_active = True
        assert window.check_hover(0.05, False)
        window.resizing_mode_active = False

        window.is_blocking = True
        assert window.check_hover(0.05, False)
        window.is_blocking = False

        assert not window.check_hover(0.05, False)
Esempio n. 14
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    def test_rebuild_from_changed_theme_data_bad_values(
            self, _init_pygame, _display_surface_return_none):
        manager = UIManager((800, 600),
                            os.path.join("tests", "data", "themes",
                                         "ui_window_bad_values.json"))
        window = UIWindow(pygame.Rect(0, 0, 200, 200),
                          window_display_title="Test Window",
                          manager=manager)

        assert window.image is not None
Esempio n. 15
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class Main:
    def __init__(self, parse, name=""):
        init()
        display.init()
        self.DIMS = (display.Info().current_w, display.Info().current_h)
        self.BG = Surface(self.DIMS)
        self.SCREEN = display.set_mode(self.DIMS, -2147483648)
        self.MANAGER = UIManager(self.DIMS)
        set_visible(True)
        update()
        Exit((0, 0), self.MANAGER)
        clear = Clear((0, 30), self.MANAGER)
        Spawn((0, 60), self.MANAGER, clear, self.DIMS, parse, name)
        Killer((0, 90), self.MANAGER, clear)
        Paint((0, 120), self.MANAGER)
        self.clock = Clock()
        while True:
            self.process_events()

    def process_events(self):
        for event in get():
            if event.type == 32774 and event.user_type == 17:
                self.BG.fill(event.colour[:-1])
            self.MANAGER.process_events(event)
        self.MANAGER.update(self.clock.tick(60) / 1000)
        self.SCREEN.blit(self.BG, (0, 0))
        self.MANAGER.draw_ui(self.SCREEN)
        update()
Esempio n. 16
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def main():
    pygame.init()
    os.environ['SDL_VIDEO_CENTERED'] = '1'
    pygame.key.set_repeat()
    x_screen_size = 1024
    y_screen_size = 600
    pygame.display.set_caption('Turret Warfare')
    screen = pygame.display.set_mode((x_screen_size, y_screen_size))

    screen_data = ScreenData([x_screen_size, 128], [x_screen_size, 184], [x_screen_size, y_screen_size])

    ui_manager = UIManager(screen.get_size(), "data/ui_theme.json")
    ui_manager.preload_fonts([{'name': 'fira_code', 'point_size': 10, 'style': 'bold'},
                              {'name': 'fira_code', 'point_size': 10, 'style': 'regular'},
                              {'name': 'fira_code', 'point_size': 14, 'style': 'bold'}])

    app_state_manager = AppStateManager()
    MainMenu(ui_manager, app_state_manager)
    SelectLevelMenu(ui_manager, app_state_manager)
    GameState(ui_manager, screen, screen_data, app_state_manager)
    EditorState(ui_manager, screen, screen_data, app_state_manager)
    QuitState(app_state_manager)
    app_state_manager.set_initial_state('main_menu')

    clock = pygame.time.Clock()
    running = True

    while running:
        frame_time = clock.tick(60)
        time_delta = min(frame_time/1000.0, 0.1)

        running = app_state_manager.run(screen, time_delta)

        pygame.display.flip()  # flip all our drawn stuff onto the screen

    pygame.quit()  # exited game loop so quit pygame
Esempio n. 17
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def main_menu_loop(screen, game_clock, settings):
    frame_resolution = settings.frame_resolution
    game_frame_rate = settings.frame_rate

    gui_manager = UIManager(frame_resolution, main_theme)
    menu_graphics = retrieve('main_menu_graphics')

    start_button = elements.UIButton(
        relative_rect=Rect((frame_resolution[0] / 2 + 150, frame_resolution[1] / 2 + 50),
                           (400, 80)),
        text="Start Simulation",
        object_id="start_sim_button",
        manager=gui_manager)

    settings_button = elements.UIButton(
        relative_rect=Rect((frame_resolution[0] / 2 + 150, frame_resolution[1] / 2 + 130),
                           (400, 80)),
        text="Settings",
        object_id="settings_button",
        manager=gui_manager)

    screen.fill((179, 147, 0))  # This is the initial draw, we don't need to re render the menu graphics later
    screen.blit(menu_graphics, (0, 0))  # This ensures a decent fps

    # Main Game Loop
    while True:

        time_delta = game_clock.tick(game_frame_rate) / 1000.0
        gui_manager.update(time_delta)
        gui_manager.draw_ui(screen)

        display.update()
        for e in event.get():
            if e.type == QUIT:
                quit()
                exit()

            if e.type == USEREVENT:
                if e.user_type == 'ui_button_pressed':
                    if e.ui_element == start_button:
                        return 1
                    if e.ui_element == settings_button:
                        return 2

            gui_manager.process_events(e)
Esempio n. 18
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/createParty.json')

        self.labelParty = UILabel(relative_rect=pygame.Rect(10, 92, 150, 50),
                                  text='Nom de la partie',
                                  manager=self.manager)

        self.party = UITextEntryLine(relative_rect=pygame.Rect(
            330, 100, 150, 50),
                                     manager=self.manager)

        self.buttonCreate = UIButton(relative_rect=pygame.Rect(
            330, 200, 150, 50),
                                     text='Creer une partie',
                                     manager=self.manager)
Esempio n. 19
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/home.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Accueil',
                             manager=self.manager,
                             object_id='#title')

        self.buttonCreating = UIButton(relative_rect=pygame.Rect(
            400 - 100, 100, 200, 50),
                                       text='Creer partie',
                                       manager=self.manager)

        self.buttonLoading = UIButton(relative_rect=pygame.Rect(
            400 - 100, 180, 200, 50),
                                      text='Charger une partie',
                                      manager=self.manager)

        self.buttonInstruction = UIButton(relative_rect=pygame.Rect(
            400 - 100, 260, 200, 50),
                                          text='Instruction',
                                          manager=self.manager)

        # self.buttonShop = UIButton(relative_rect=pygame.Rect(400 - 100, 340, 200, 50),
        #                            text='Magasin',
        #                            manager=self.manager)

        # self.buttonRanking = UIButton(relative_rect=pygame.Rect(400 - 100, 420, 200, 50),
        #                               text='Classement',
        #                               manager=self.manager)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 20
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def settings_loop(screen, game_clock, settings):
    def update_settings():
        data = {
            'map_size': int(map_size_dropdown.selected_option),
            'resolution':
            ast.literal_eval(resolution_dropdown.selected_option),
            'initial_hives': int(bee_hive_dropdown.selected_option),
            'initial_bees': int(bees_dropdown.selected_option),
            'flower_strat': flower_spawn_strat_dropdown.selected_option,
            'hive_strat': hive_spawn_strat_dropdown.selected_option,
            'music': music_dropdown.selected_option == 'True',
            'flower_num': int(flower_num_dropdown.selected_option)
        }
        new_settings = Settings(data)
        new_screen = display.set_mode(new_settings.frame_resolution, DOUBLEBUF)
        return 0, new_screen, new_settings

    frame_resolution = settings.frame_resolution
    game_frame_rate = settings.frame_rate

    gui_manager = UIManager(frame_resolution, main_theme)

    element_size = (150, 50)
    element_size_l = (250, 50)

    tooltip_size = (150, 25)
    tooltip_size_l = (250, 25)

    back_button = elements.UIButton(relative_rect=Rect((30, 30), (50, 50)),
                                    text='',
                                    object_id="back_button",
                                    manager=gui_manager)

    save_settings_button = elements.UIButton(relative_rect=Rect((30, 100),
                                                                (125, 50)),
                                             text="Save Settings",
                                             object_id="save_settings_button",
                                             manager=gui_manager)

    resolution_dropdown = elements.UIDropDownMenu(
        options_list=[
            '1920, 1080',
            '1536, 864',
            '1360, 768',
            '1280, 1024',
            '640, 360',
        ],
        starting_option=str(
            settings.frame_resolution)[1:len(str(settings.frame_resolution)) -
                                       1],
        relative_rect=Rect((200, 100), element_size),
        manager=gui_manager)
    resolution_tooltip = elements.UILabel(relative_rect=Rect((200, 75),
                                                             tooltip_size),
                                          text="Window Resolution",
                                          manager=gui_manager)

    map_size_dropdown = elements.UIDropDownMenu(
        options_list=['2000', '1000', '500'],
        starting_option=str(settings.map_size),
        relative_rect=Rect((200, 250), element_size),
        manager=gui_manager)
    map_size_tooltip = elements.UILabel(relative_rect=Rect((200, 225),
                                                           tooltip_size),
                                        text="Map Size",
                                        manager=gui_manager)

    music_dropdown = elements.UIDropDownMenu(
        options_list=["True", "False"],
        starting_option=str(settings.play_music),
        relative_rect=Rect((200, 400), element_size),
        manager=gui_manager)
    music_tooltip = elements.UILabel(relative_rect=Rect((200, 375),
                                                        tooltip_size),
                                     text="Play Music",
                                     manager=gui_manager)

    bee_hive_dropdown = elements.UIDropDownMenu(
        options_list=['2', '5', '10', '12', '20'],
        starting_option=str(settings.initial_hives),
        relative_rect=Rect((375, 100), element_size),
        manager=gui_manager)
    bee_hive_tooltip = elements.UILabel(relative_rect=Rect((375, 75),
                                                           tooltip_size),
                                        text="Number of Hives",
                                        manager=gui_manager)

    bees_dropdown = elements.UIDropDownMenu(
        options_list=['6', '8', '10', '12', '16', '20'],
        starting_option=str(settings.initial_bees_per_hive),
        relative_rect=Rect((375, 250), element_size),
        manager=gui_manager)
    bees_tooltip = elements.UILabel(relative_rect=Rect((375, 225),
                                                       tooltip_size),
                                    text="Initial Bees",
                                    manager=gui_manager)

    flower_spawn_strat_dropdown = elements.UIDropDownMenu(
        options_list=['normal distribution'],
        starting_option=settings.flower_spawn_strategy,
        relative_rect=Rect((550, 100), element_size_l),
        manager=gui_manager)
    flower_spawn_strat_tooltip = elements.UILabel(relative_rect=Rect(
        (550, 75), tooltip_size_l),
                                                  text="Flower Spawn Strategy",
                                                  manager=gui_manager)

    hive_spawn_strat_dropdown = elements.UIDropDownMenu(
        options_list=['default'],
        starting_option=settings.hive_spawn_strategy,
        relative_rect=Rect((550, 250), element_size_l),
        manager=gui_manager)
    hive_spawn_strat_tooltip = elements.UILabel(relative_rect=Rect(
        (550, 225), tooltip_size_l),
                                                text="Hive Spawn Strategy",
                                                manager=gui_manager)

    flower_num_dropdown = elements.UIDropDownMenu(
        options_list=['200', '300', '400', '500', '600', '700'],
        starting_option=str(settings.flower_num),
        relative_rect=Rect((550, 400), element_size_l),
        manager=gui_manager)

    music_tooltip = elements.UILabel(relative_rect=Rect((550, 375),
                                                        tooltip_size_l),
                                     text="Number of Flowers",
                                     manager=gui_manager)

    while True:
        screen.fill((219, 173, 92))
        time_delta = game_clock.tick(game_frame_rate) / 1000.0
        gui_manager.update(time_delta)
        gui_manager.draw_ui(screen)

        display.update()
        for e in event.get():
            if e.type == QUIT:
                quit()
                exit()

            if e.type == USEREVENT:
                if e.user_type == 'ui_button_pressed':
                    if e.ui_element == back_button:
                        return 0, screen, settings  # Returns back to main menu
                    elif e.ui_element == save_settings_button:
                        return update_settings()

            gui_manager.process_events(e)
Esempio n. 21
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    def test_show_hide_rendering(self, _init_pygame, default_ui_manager,
                                 _display_surface_return_none):
        resolution = (400, 400)
        empty_surface = pygame.Surface(resolution)
        empty_surface.fill(pygame.Color(0, 0, 0))

        surface = empty_surface.copy()
        manager = UIManager(resolution)

        window = UIWindow(pygame.Rect(100, 100, 400, 400),
                          window_display_title="Test Window",
                          manager=manager,
                          visible=0)
        manager.update(0.01)
        manager.draw_ui(surface)
        assert compare_surfaces(empty_surface, surface)

        surface.fill(pygame.Color(0, 0, 0))
        window.show()
        manager.update(0.01)
        manager.draw_ui(surface)
        assert not compare_surfaces(empty_surface, surface)

        surface.fill(pygame.Color(0, 0, 0))
        window.hide()
        manager.update(0.01)
        manager.draw_ui(surface)
        assert compare_surfaces(empty_surface, surface)
Esempio n. 22
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class App():
    def __init__(self):
        pygame.init()
        pygame.display.set_caption("MineSweaper")

        self.iconImage = pygame.image.load('data/images/mine.png')
        pygame.display.set_icon(self.iconImage)

        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution,
                                    'data/theme/mineSweaper_theme.json')

        self.clock = pygame.time.Clock()
        self.running = True
        '''
            Create game Window
        '''
        self.mainMenu = None

        self.recreate_ui()

    def process_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            self.ui_manager.process_events(event)

    def recreate_ui(self):
        self.ui_manager.set_window_resolution(self.options.resolution)
        self.ui_manager.clear_and_reset()

        self.background_surface = pygame.Surface(self.options.resolution)
        self.background_surface.fill(
            self.ui_manager.get_theme().get_colour('dark_bg'))

        self.mainMenu = MainMenu(
            pygame.Rect((25, 25), (self.options.resolution[0] - 250,
                                   self.options.resolution[1] - 50)),
            self.ui_manager)

    def run(self):

        while self.running:
            time_delta = self.clock.tick() / 1000.0

            # check for input
            self.process_events()

            # respond to input
            self.ui_manager.update(time_delta)

            # draw graphics
            self.window_surface.blit(self.background_surface, (0, 0))
            self.ui_manager.draw_ui(self.window_surface)

            pygame.display.update()
Esempio n. 23
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    def __init__(self, session):
        self.manager = UIManager((800, 600), 'themes/game.json')
        image = pygame.image.load('assets/background.png')

        self.background = UIImage(relative_rect=pygame.Rect(0, 0, 800, 600),
                                  manager=self.manager,
                                  image_surface=image)

        self.session = session
        self.allPlayers = pygame.sprite.Group()
        self.player = Perso(self, self.session)
        self.allPlayers.add(self.player)
        self.pressed = {}
        self.allEnemy = pygame.sprite.Group()
        self.addScore = 100
        self.score = 0
        self.level = Niveau(self, self.score)

        self.panelTop = UIPanel(relative_rect=pygame.Rect(0, 0, 800, 20),
                                starting_layer_height=2,
                                manager=self.manager,
                                object_id="#panel-top")

        self.labelHealthTitle = UILabel(relative_rect=pygame.Rect(
            0, 0, 50, 20),
                                        text="Vie :",
                                        manager=self.manager,
                                        object_id="#label-score",
                                        container=self.panelTop)

        self.labelHealth = UILabel(relative_rect=pygame.Rect(30, 0, 50, 20),
                                   text=str(self.player.health),
                                   manager=self.manager,
                                   object_id="#label-score",
                                   container=self.panelTop)

        self.labelAsset = UILabel(relative_rect=pygame.Rect(
            800 - 100, 0, 50, 20),
                                  text=str(self.level.assetIsActive[2]),
                                  manager=self.manager,
                                  object_id="#label-score",
                                  container=self.panelTop)

        self.labelScore = UILabel(relative_rect=pygame.Rect(
            0, 600 - 50, 200, 50),
                                  text=str(self.score),
                                  manager=self.manager,
                                  object_id="#label-score")

        self.playerImage = UIImage(relative_rect=pygame.Rect(
            (self.player.rect.x, self.player.rect.y), (50, 50)),
                                   manager=self.manager,
                                   image_surface=self.player.image)

        self.panel = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                             starting_layer_height=3,
                             manager=self.manager,
                             object_id="#panel-game-over")

        self.labelGameOver = UILabel(relative_rect=pygame.Rect(
            400 - 100, 300 - 50, 200, 50),
                                     text="Game Over",
                                     manager=self.manager,
                                     object_id="#label-game-over",
                                     container=self.panel)

        self.buttonMenu = UIButton(relative_rect=pygame.Rect(
            400 - 100, 300 + 50, 200, 50),
                                   text='Quitter',
                                   manager=self.manager,
                                   container=self.panel)

        self.buttonParty = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 300 + 50 + 80), (200, 50)),
                                    text='Recommencer',
                                    manager=self.manager,
                                    container=self.panel)

        self.panelPause = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                                  starting_layer_height=3,
                                  manager=self.manager,
                                  object_id="#panel-game-over")

        self.labelPause = UILabel(relative_rect=pygame.Rect(
            400 - 100, 300 - 50, 200, 50),
                                  text="Pause",
                                  manager=self.manager,
                                  object_id="#label-game-over",
                                  container=self.panelPause)

        self.buttonSave = UIButton(relative_rect=pygame.Rect(
            400 - 100, 300 + 50, 200, 50),
                                   text='Sauvegarder et quitter',
                                   manager=self.manager,
                                   container=self.panelPause)

        self.buttonQuit = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 300 + 50 + 80), (200, 50)),
                                   text='Quitter',
                                   manager=self.manager,
                                   container=self.panelPause)

        self.panelAsset = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                                  starting_layer_height=3,
                                  manager=self.manager,
                                  object_id="#panel-game-over")

        self.labelEquipment = UILabel(relative_rect=pygame.Rect(
            400 - 100, 50, 200, 50),
                                      text="Pause",
                                      manager=self.manager,
                                      object_id="#label-game-over",
                                      container=self.panelAsset)

        self.button1 = UIButton(relative_rect=pygame.Rect(
            400 - 100, 50 + 50, 200, 50),
                                text="Double l'attaque 10C",
                                manager=self.manager,
                                container=self.panelAsset)

        self.button2 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 120 + 50), (200, 50)),
                                text='3 Missiles 100C',
                                manager=self.manager,
                                container=self.panelAsset)

        self.button3 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 190 + 50), (200, 50)),
                                text='Double Score 20C',
                                manager=self.manager,
                                container=self.panelAsset)

        self.button4 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 260 + 50), (200, 50)),
                                text="Temps d'apparition 50C",
                                manager=self.manager,
                                container=self.panelAsset)

        self.labelCredit = UILabel(relative_rect=pygame.Rect(
            400 - 100, 330 + 50, 200, 50),
                                   text=str(self.player.credit),
                                   manager=self.manager,
                                   object_id="#label-game-over",
                                   container=self.panelAsset)

        self.pause = True
Esempio n. 24
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from pygame_gui import UIManager
from pygame import Color

WINDOW_WIDTH = 800
WINDOW_HEIGHT = 800
SQUARE_WIDTH = 100
SQUARE_HEIGHT = 100
MANAGER = UIManager((WINDOW_WIDTH, WINDOW_HEIGHT))
WHITE = Color(255, 255, 255)
BLACK = Color(0, 0, 0)
GREY = Color(128, 128, 128)
RED = Color(255, 0, 0)
Esempio n. 25
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class GuiMaster:
    def __init__(self, screen_resolution, entity_master, game_clock):
        self.gui_manager = UIManager(screen_resolution, main_theme)

        self.entity_master = entity_master
        self.game_clock = game_clock
        self.main_menu_active = False

        self.main_menu_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 112, screen_resolution[1] - 112),
            (110, 110)),
                                                  text='',
                                                  object_id="button_main_menu",
                                                  manager=self.gui_manager,
                                                  tool_tip_text="Menu")

        self.pause_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 200, screen_resolution[1] - 80), (70, 70)),
                                              text="pause",
                                              object_id="sim_button",
                                              manager=self.gui_manager,
                                              tool_tip_text="Pause Sim")

        self.exit_button = elements.UIButton(relative_rect=Rect(
            (10, screen_resolution[1] - 80), (70, 70)),
                                             text="exit",
                                             object_id="sim_button",
                                             manager=self.gui_manager,
                                             tool_tip_text="Exit Sim")
        self.drag_begin = None
        self.info_screen = self.build_info_display(screen_resolution)
        self.info_screen.kill()

    def update(self, time_delta):
        self.update_info_screen()
        self.gui_manager.update(time_delta)

    def draw_ui(self, screen):
        return self.gui_manager.ui_group.draw(screen)

    def process_events(self, event, camera):
        if event.type == MOUSEBUTTONUP:
            if not (event.button == 4 or event.button == 5):
                test_position = mouse.get_pos()
                test_position = test_position[
                    0] + camera.location.x, test_position[1] + camera.location.y
                selected_hive = self.entity_master.get_hive_at(test_position)
                if selected_hive is not None:
                    selected_hive.highlight()
            if event.button == 1:
                drag_end = Vector2(event.pos)
                drag_direction = self.drag_begin - drag_end
                camera.move(drag_direction)

        elif event.type == MOUSEBUTTONDOWN:
            if event.button == 1:
                mouse_x, mouse_y = event.pos
                self.drag_begin = Vector2(mouse_x, mouse_y)

            elif event.button == 4:
                camera.zoom_in()
            elif event.button == 5:
                camera.zoom_out()

        elif event.type == USEREVENT:
            if event.user_type == 'ui_button_pressed':
                if event.ui_element == self.main_menu_button:
                    self.deactivate_main_menu(
                    ) if self.main_menu_active else self.activate_main_menu()
                elif event.ui_element == self.pause_button:
                    self.unpause_sim(
                    ) if self.entity_master.sim_paused else self.pause_sim()
                elif event.ui_element == self.exit_button:
                    return 0  # Takes us back to the main menu

        self.gui_manager.process_events(event)

    def unpause_sim(self):
        self.entity_master.sim_paused = False

    def pause_sim(self):
        self.entity_master.sim_paused = True

    def activate_main_menu(self):
        self.main_menu_active = True
        self.gui_manager.get_sprite_group().add(self.info_screen)

    def deactivate_main_menu(self):
        self.main_menu_active = False
        self.info_screen.kill()

    def build_info_display(self, res):
        """
        Builds the ui element displaying the current state of the simulation
        :return: Menu render
        """
        number_of_bees = "Number of Bees: " + str(
            self.entity_master.bee_population)
        number_of_flowers = "Number of Flowers: " + str(
            self.entity_master.flower_population)
        fps_string = "Frames per Second: " + str(
            self.game_clock.get_fps())[0:4]

        return elements.UITextBox(html_text=number_of_bees + '<br><br>' +
                                  number_of_flowers + '<br><br>' + fps_string,
                                  relative_rect=Rect(res[0] - 201, 0, 200,
                                                     120),
                                  manager=self.gui_manager)

    def update_info_screen(self):
        """
        Updates all the parameters that have changed since last time and rebuilds
        :return: void
        """
        number_of_bees = "Number of Bees: " + str(
            self.entity_master.bee_population)
        number_of_flowers = "Number of Flowers: " + str(
            self.entity_master.flower_population)
        fps_string = "Frames per Second: " + str(
            self.game_clock.get_fps())[0:4]
        self.info_screen.html_text = number_of_bees + '<br><br>' + number_of_flowers + '<br><br>' + fps_string
        self.info_screen.rebuild()
Esempio n. 26
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class OptionsUIApp:
    def __init__(self):
        pygame.init()
        pygame.display.set_caption("Options UI")
        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution,
                                    'data/themes/theme_2.json')
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.test_button = None
        self.test_button_2 = None
        self.test_button_3 = None
        self.test_slider = None
        self.test_text_entry = None
        self.test_drop_down = None
        self.panel = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()

        self.button_response_timer = pygame.time.Clock()
        self.running = True
        self.debug_mode = False

    def recreate_ui(self):
        self.ui_manager.set_window_resolution(self.options.resolution)
        self.ui_manager.clear_and_reset()

        self.background_surface = pygame.Surface(self.options.resolution)
        self.background_surface.fill(self.ui_manager.get_theme().get_colour(
            None, None, 'dark_bg'))

        self.test_button = UIButton(
            pygame.Rect((int(self.options.resolution[0] / 2),
                         int(self.options.resolution[1] * 0.90)), (100, 40)),
            '',
            self.ui_manager,
            tool_tip_text="<font face=fira_code color=normal_text size=2>"
            "<b><u>Test Tool Tip</u></b>"
            "<br><br>"
            "A little <i>test</i> of the "
            "<font color=#FFFFFF><b>tool tip</b></font>"
            " functionality."
            "<br><br>"
            "Unleash the Kraken!"
            "</font>",
            object_id='#hover_me_button')

        self.test_button_2 = UIButton(pygame.Rect(
            (int(self.options.resolution[0] / 3),
             int(self.options.resolution[1] * 0.90)), (100, 40)),
                                      'EVERYTHING',
                                      self.ui_manager,
                                      object_id='#everything_button')

        self.test_button_3 = UIButton(pygame.Rect(
            (int(self.options.resolution[0] / 6),
             int(self.options.resolution[1] * 0.90)), (100, 40)),
                                      'Scaling?',
                                      self.ui_manager,
                                      object_id='#scaling_button')

        self.test_slider = UIHorizontalSlider(pygame.Rect(
            (int(self.options.resolution[0] / 2),
             int(self.options.resolution[1] * 0.70)), (240, 25)),
                                              25.0, (0.0, 100.0),
                                              self.ui_manager,
                                              object_id='#cool_slider')

        self.test_text_entry = UITextEntryLine(pygame.Rect(
            (int(self.options.resolution[0] / 2),
             int(self.options.resolution[1] * 0.50)), (200, -1)),
                                               self.ui_manager,
                                               object_id='#main_text_entry')

        current_resolution_string = (str(self.options.resolution[0]) + 'x' +
                                     str(self.options.resolution[1]))
        self.test_drop_down = UIDropDownMenu(
            ['640x480', '800x600', '1024x768'], current_resolution_string,
            pygame.Rect((int(self.options.resolution[0] / 2),
                         int(self.options.resolution[1] * 0.3)),
                        (200, 25)), self.ui_manager)

        self.panel = UIPanel(pygame.Rect(50, 50, 200, 300),
                             starting_layer_height=4,
                             manager=self.ui_manager)

        UIButton(pygame.Rect(10, 10, 174, 30),
                 'Panel Button',
                 manager=self.ui_manager,
                 container=self.panel)

        UISelectionList(pygame.Rect(10, 50, 174, 200),
                        item_list=[
                            'Item 1', 'Item 2', 'Item 3', 'Item 4', 'Item 5',
                            'Item 6', 'Item 7', 'Item 8', 'Item 9', 'Item 10',
                            'Item 11', 'Item 12', 'Item 13', 'Item 14',
                            'Item 15', 'Item 16', 'Item 17', 'Item 18',
                            'Item 19', 'Item 20'
                        ],
                        manager=self.ui_manager,
                        container=self.panel,
                        allow_multi_select=True)

    def create_message_window(self):
        self.button_response_timer.tick()
        self.message_window = UIMessageWindow(
            rect=pygame.Rect(
                (random.randint(0, self.options.resolution[0] - 300),
                 random.randint(0, self.options.resolution[1] - 200)),
                (300, 250)),
            window_title='Test Message Window',
            html_message='<font color=normal_text>'
            'This is a <a href="test">test</a> message to see if '
            'this box <a href=actually_link>actually</a> works.'
            ''
            'In <i>bibendum</i> orci et velit</b> gravida lacinia.<br><br><br> '
            'In hac a habitasse to platea dictumst.<br>'
            ' <font color=#4CD656 size=4>Vivamus I interdum mollis lacus nec '
            'porttitor.<br> Morbi'
            ' accumsan, lectus at'
            ' tincidunt to dictum, neque <font color=#879AF6>erat tristique'
            ' blob</font>,'
            ' sed a tempus for <b>nunc</b> dolor in nibh.<br>'
            ' Suspendisse in viverra dui <i>fringilla dolor laoreet</i>, sit amet '
            'on pharetra a ante'
            ' sollicitudin.</font>'
            '<br><br>'
            'In <i>bibendum</i> orci et velit</b> gravida lacinia.<br><br><br> '
            'In hac a habitasse to platea dictumst.<br>'
            ' <font color=#4CD656 size=4>Vivamus I interdum mollis lacus nec '
            'porttitor.<br> Morbi'
            ' accumsan, lectus at'
            ' tincidunt to dictum, neque <font color=#879AF6>erat tristique '
            'erat</font>,'
            ' sed a tempus for <b>nunc</b> dolor in nibh.<br>'
            ' Suspendisse in viverra dui <i>fringilla dolor laoreet</i>, sit amet '
            'on pharetra a ante'
            ' sollicitudin.</font>'
            '<br><br>'
            'In <i>bibendum</i> orci et velit</b> gravida lacinia.<br><br><br> '
            'In hac a habitasse to platea dictumst.<br>'
            ' <font color=#4CD656 size=4>Vivamus I interdum mollis lacus nec '
            'porttitor.<br> Morbi'
            ' accumsan, lectus at'
            ' tincidunt to dictum, neque <font color=#879AF6>erat tristique '
            'erat</font>,'
            ' sed a tempus for <b>nunc</b> dolor in nibh.<br>'
            ' Suspendisse in viverra dui <i>fringilla dolor laoreet</i>, '
            'sit amet on pharetra a ante'
            ' sollicitudin.</font>'
            '</font>',
            manager=self.ui_manager)
        time_taken = self.button_response_timer.tick() / 1000.0
        # currently taking about 0.35 seconds down from 0.55 to create
        # an elaborately themed message window.
        # still feels a little slow but it's better than it was.
        print("Time taken to create message window: " + str(time_taken))

    def check_resolution_changed(self):
        resolution_string = self.test_drop_down.selected_option.split('x')
        resolution_width = int(resolution_string[0])
        resolution_height = int(resolution_string[1])
        if (resolution_width != self.options.resolution[0]
                or resolution_height != self.options.resolution[1]):
            self.options.resolution = (resolution_width, resolution_height)
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)
            self.recreate_ui()

    def process_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            self.ui_manager.process_events(event)

            if event.type == pygame.KEYDOWN and event.key == pygame.K_d:
                self.debug_mode = False if self.debug_mode else True
                self.ui_manager.set_visual_debug_mode(self.debug_mode)

            if event.type == pygame.USEREVENT:
                if (event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED
                        and event.ui_object_id == '#main_text_entry'):
                    print(event.text)

                if event.user_type == pygame_gui.UI_TEXT_BOX_LINK_CLICKED:
                    if event.link_target == 'test':
                        print("clicked test link")
                    elif event.link_target == 'actually_link':
                        print("clicked actually link")

                if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
                    if event.ui_element == self.test_button:
                        self.test_button.set_text(
                            random.choice(
                                ['', 'Hover me!', 'Click this.', 'A Button']))
                        self.create_message_window()

                    if event.ui_element == self.test_button_3:
                        ScalingWindow(pygame.Rect((50, 50), (224, 224)),
                                      self.ui_manager)
                    if event.ui_element == self.test_button_2:
                        EverythingWindow(pygame.Rect((10, 10), (640, 480)),
                                         self.ui_manager)

                if (event.user_type == pygame_gui.UI_DROP_DOWN_MENU_CHANGED
                        and event.ui_element == self.test_drop_down):
                    self.check_resolution_changed()

    def run(self):
        while self.running:
            time_delta = self.clock.tick(60) / 1000.0

            # check for input
            self.process_events()

            # respond to input
            self.ui_manager.update(time_delta)

            # draw graphics
            self.window_surface.blit(self.background_surface, (0, 0))
            self.ui_manager.draw_ui(self.window_surface)

            pygame.display.update()
Esempio n. 27
0
def gameloop(
    playerOrder: bool,
    p1Char: str,
    nick1: str,
    p2Char: str,
    nick2: str,
    udp: UDP_P2P,
) -> str:
    # region DocString
    """
    Function that starts the loop for pygame

    ### Arguments
        `playerOrder {bool}`:
            `summary`: true if this host is the first player, false otherwise
        `p1Char {str}`:
            `summary`: the character chosen by this host
        `nick1 {str}`:
            `summary`: the username of this host
        `p2Char {str}`:
            `summary`: the character chosen by the remote player
        `nick2 {str}`:
            `summary`: the username of the remote player
        `udp {UDP_P2P}`:
            `summary`: the udp object

    ### Returns
        `str`: the exit status. It can be 'Lost' if this host lose, 'Quit' if this host closed the window,\n
        'Win' if the remote host lose, 'Quitted' if the remote host closed the window
    """
    # endregion

    global gamestate
    clock = Clock()
    COORDSYNC = USEREVENT + 1
    set_timer(COORDSYNC, 1000)

    # region Screen setup

    screen = set_mode((Game.SIZE[0] + 400, Game.SIZE[1]))
    set_caption(Game.TITLE)
    set_icon(load(Game.ICON_PATH))
    bg = load(Game.BG_PATH).convert_alpha()
    bg = scale(bg, Game.SIZE)

    manager = UIManager((Game.SIZE[0] + 400, Game.SIZE[1]))
    chat = Chat((400, Game.SIZE[1]), manager, udp, nick1)

    # endregion

    all_sprites = Group()

    # region Players setup

    if p1Char == "Ichigo":
        pl = Ichigo(playerOrder, nick1, all_sprites)
    elif p1Char == "Vegeth":
        pl = Vegeth(playerOrder, nick1, all_sprites)

    if p2Char == "Ichigo":
        pl2 = Ichigo(not playerOrder, nick2, all_sprites)
    elif p2Char == "Vegeth":
        pl2 = Vegeth(not playerOrder, nick2, all_sprites)

    # endregion

    rcvT = udp.receptionThread(
        lambda data, addr, time: rcv(pl2, data, addr, time, chat), rcvErr)
    rcvT.start()

    while True:

        dt = clock.tick(Game.FPS) / 1000

        # region Handle window close

        pressed_keys = get_pressed()

        for event in get():
            if event.type == QUIT:
                snd(nick1, "Quit", udp)
                gamestate = "Quit"

            if event.type == COORDSYNC:
                sndCoords(nick1, (pl.rect.x, pl.rect.y), udp)

            manager.process_events(event)

        # endregion

        manager.update(dt)

        # region Handle key press and update sprites

        all_sprites.update(pressed_keys)
        sndKeys(
            nick1,
            (
                pressed_keys[K_LEFT],
                pressed_keys[K_RIGHT],
                pressed_keys[K_UP],
                pressed_keys[K_z],
            ),
            udp,
        )
        if pl.update(pressed_keys):
            snd(nick1, "Lost", udp)
            gamestate = "Lost"

        # endregion

        # region Sprite drawing

        screen.fill(Color.WHITE)
        screen.blit(bg, (0, 0))
        all_sprites.draw(screen)
        pl.draw(screen)
        pl2.draw(screen)
        pl.health.draw(screen)
        pl2.health.draw(screen)

        # endregion

        manager.draw_ui(screen)
        flip()

        if gamestate:
            udp.stopThread()
            quit()
            return gamestate
Esempio n. 28
0
class UrizenGuiApp:
    def __init__(self):
        pygame.init()
        pygame.display.set_caption('Urizen 0.2.5')
        self.opt = GUIOptions()
        self.gen_state = GeneratorsState()
        if self.opt.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.RESIZABLE)

        self.background_surface = None

        self.ui_manager = UIManager(
            self.opt.resolution,
            PackageResource('urizen.data.themes', 'gui_theme.json'))
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.panel = None

        self.message_window = None

        self.active_panel = None
        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])

        self.button_response_timer = pygame.time.Clock()
        self.running = True

    def recreate_ui(self):
        self.ui_manager.set_window_resolution(self.opt.resolution)
        self.ui_manager.clear_and_reset()

        self.background_surface = pygame.Surface(self.opt.resolution)
        self.background_surface.fill(
            self.ui_manager.get_theme().get_colour('dark_bg'))

        self.btn_gen_explore = UIButton(
            pygame.Rect(5, 5, 48, 48),
            '',
            manager=self.ui_manager,
            container=None,
            object_id='#btn_gen_explore',
        )
        self.btn_gen_search = UIButton(
            pygame.Rect(5, 58, 48, 48),
            '',
            manager=self.ui_manager,
            container=None,
            object_id='#btn_gen_search',
            tool_tip_text='Not yet implemented',
        )
        self.btn_tiles_explore = UIButton(
            pygame.Rect(5, 111, 48, 48),
            '',
            manager=self.ui_manager,
            container=None,
            object_id='#btn_tiles_explore',
            tool_tip_text='Not yet implemented',
        )
        self.btn_tiles_search = UIButton(
            pygame.Rect(5, 164, 48, 48),
            '',
            manager=self.ui_manager,
            container=None,
            object_id='#btn_tiles_search',
            tool_tip_text='Not yet implemented',
        )

        self.main_area = pygame.Rect(5 + 48 + 5, 5,
                                     self.opt.W - (5 + 48 + 5 + 5),
                                     self.opt.H - (5 + 5))
        self.pnl_empty = UIPanel(self.main_area,
                                 starting_layer_height=1,
                                 manager=self.ui_manager)

        self.construct_gen_explore()
        self.construct_gen_search()
        self.btn_gen_search.disable()
        self.construct_tiles_explore()
        self.btn_tiles_explore.disable()
        self.construct_tiles_search()
        self.btn_tiles_search.disable()

        if self.active_panel:
            self.active_panel.show()

    def construct_gen_explore(self):
        #self.gen_explore_bg_surface = pygame.Surface(self.opt.resolution)
        #self.gen_explore_bg_surface.fill(self.ui_manager.get_theme().get_colour('dark_bg'))
        self.pnl_gen_explore = UIPanel(self.main_area,
                                       starting_layer_height=0,
                                       manager=self.ui_manager)

        self.gen_explore_label = UILabel(
            pygame.Rect(5, 5, 350, 35),
            'Explore generators',
            self.ui_manager,
            container=self.pnl_gen_explore,
        )
        self.gen_list = UISelectionList(
            relative_rect=pygame.Rect(5, 75, 350, self.opt.H - 95),
            item_list=self.gen_state.get_current_gen_list(),
            manager=self.ui_manager,
            container=self.pnl_gen_explore,
            allow_multi_select=False,
            object_id='#gen_list',
        )
        self.btn_gen_explore_save_as_png = None
        self.gen_explore_map_image = None
        self.gen_explore_image = None
        self.file_dialog_gen_explore_save_as_png = None
        self.pnl_gen_explore.hide()

    def construct_gen_search(self):
        self.pnl_gen_search = UIPanel(self.main_area,
                                      starting_layer_height=0,
                                      manager=self.ui_manager)
        self.pnl_gen_search.hide()

    def construct_tiles_explore(self):
        self.pnl_tiles_explore = UIPanel(self.main_area,
                                         starting_layer_height=0,
                                         manager=self.ui_manager)
        self.pnl_tiles_explore.hide()

    def construct_tiles_search(self):
        self.pnl_tiles_search = UIPanel(self.main_area,
                                        starting_layer_height=0,
                                        manager=self.ui_manager)
        self.pnl_tiles_search.hide()

    def process_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            self.ui_manager.process_events(event)

            if event.type == pygame.VIDEORESIZE:
                self.opt.W = event.w
                self.opt.H = event.h
                self.opt.resolution = (event.w, event.h)
                self.recreate_ui()

            if event.type == pygame.USEREVENT:
                if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
                    if event.ui_element == self.btn_gen_explore:
                        self.pnl_gen_explore.show()
                        self.pnl_gen_search.hide()
                        self.pnl_tiles_explore.hide()
                        self.pnl_tiles_search.hide()
                        self.active_panel = self.pnl_gen_explore
                    elif event.ui_element == self.btn_gen_search:
                        self.pnl_gen_explore.hide()
                        self.pnl_gen_search.show()
                        self.pnl_tiles_explore.hide()
                        self.pnl_tiles_search.hide()
                        self.active_panel = self.btn_gen_search
                    elif event.ui_element == self.btn_tiles_explore:
                        self.pnl_gen_explore.hide()
                        self.pnl_gen_search.hide()
                        self.pnl_tiles_explore.show()
                        self.pnl_tiles_search.hide()
                        self.active_panel = self.btn_tiles_explore
                    elif event.ui_element == self.btn_tiles_search:
                        self.pnl_gen_explore.hide()
                        self.pnl_gen_search.hide()
                        self.pnl_tiles_explore.hide()
                        self.pnl_tiles_search.show()
                        self.active_panel = self.pnl_tiles_search
                    elif event.ui_element == self.btn_gen_explore_save_as_png:
                        self.file_dialog_gen_explore_save_as_png = UIFileDialog(
                            pygame.Rect(self.opt.W // 4, self.opt.H // 4,
                                        self.opt.W // 2, self.opt.H // 2),
                            self.ui_manager,
                            window_title='Save as PNG',
                            initial_file_path='map.png',
                            object_id='#file_dialog_gen_explore_save_as_png')

                if event.user_type == pygame_gui.UI_FILE_DIALOG_PATH_PICKED:
                    if event.ui_element == self.file_dialog_gen_explore_save_as_png:
                        self.gen_explore_image.save(event.text)

                if event.user_type == pygame_gui.UI_WINDOW_CLOSE:
                    if event.ui_element == self.file_dialog_gen_explore_save_as_png:
                        self.file_dialog_gen_explore_save_as_png = None

                if event.user_type == pygame_gui.UI_SELECTION_LIST_DOUBLE_CLICKED_SELECTION:
                    if event.ui_element == self.gen_list:
                        if self.gen_state.is_generator(event.text):
                            M = self.gen_state.get_generator(event.text)()
                            surface_w = self.opt.W - 435
                            surface_h = self.opt.H - 95
                            self.gen_explore_image = construct_bounded_map_image(
                                M, surface_w, surface_h)
                            image_bytes = self.gen_explore_image.tobytes()
                            im_w, im_h = self.gen_explore_image.size
                            shift_x = (surface_w - im_w) // 2
                            shift_y = (surface_h - im_h) // 2
                            if not self.gen_explore_map_image:
                                self.gen_explore_map_image = UIImage(
                                    relative_rect=pygame.Rect(
                                        360 + shift_x, 75 + shift_y, im_w,
                                        im_h),
                                    image_surface=pygame.image.fromstring(
                                        image_bytes,
                                        self.gen_explore_image.size,
                                        self.gen_explore_image.mode),
                                    manager=self.ui_manager,
                                    container=self.pnl_gen_explore,
                                    object_id='#gen_explore_map_image',
                                )
                            else:
                                self.gen_explore_map_image.set_relative_position(
                                    pygame.Rect(360 + shift_x, 75 + shift_y,
                                                im_w, im_h))
                                self.gen_explore_map_image.image = pygame.image.fromstring(
                                    image_bytes, self.gen_explore_image.size,
                                    self.gen_explore_image.mode)
                            if not self.btn_gen_explore_save_as_png:
                                self.btn_gen_explore_save_as_png = UIButton(
                                    pygame.Rect(self.opt.W - 265, 5, 190, 50),
                                    'Save as PNG',
                                    manager=self.ui_manager,
                                    container=self.pnl_gen_explore,
                                    object_id='#btn_gen_explore_save_as_png',
                                    starting_height=10,
                                )
                        else:
                            self.gen_state.change_state(event.text)
                            self.gen_list.set_item_list(
                                self.gen_state.get_current_gen_list())

    def run(self):
        while self.running:
            time_delta = self.clock.tick() / 1000.0
            self.time_delta_stack.append(time_delta)
            if len(self.time_delta_stack) > 2000:
                self.time_delta_stack.popleft()

            # check for input
            self.process_events()

            # respond to input
            self.ui_manager.update(time_delta)

            # draw graphics
            self.window_surface.blit(self.background_surface, (0, 0))
            self.ui_manager.draw_ui(self.window_surface)

            pygame.display.update()
Esempio n. 29
0
class Game:
    def __init__(self):
        # Start up Pygame.
        pygame.init()

        # Title the window our game runs in.
        pygame.display.set_caption(config.game_name)
        
        self.options = Options()

        # Define the dimensions of our game's window.
        self.window_surface = pygame.display.set_mode(self.options.resolution)
        self.window_surface.blit(pygame.image.load("media/images/background.png"), (0, 0))

        self.start_up = True
        self.enter_mines = False
        self.enter_busstop = False
        self.enter_uptown = False

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution, PackageResource(package='media.themes', resource='theme.json'))

        self.text_block = None
        self.text_entry = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])
        self.running = True

    def recreate_ui(self):
        self.ui_manager.set_window_resolution(self.options.resolution)
        self.ui_manager.clear_and_reset()

        self.background_surface = pygame.Surface(self.options.resolution)

        if self.start_up == True:
            self.image = UIImage(pygame.Rect((0, 0), self.options.resolution), title_screen_image, self.ui_manager)
        elif self.enter_mines == True:
            self.image = UIImage(pygame.Rect((0, 0), self.options.resolution), mines_image, self.ui_manager)
        elif self.enter_busstop == True:
            self.image = UIImage(pygame.Rect((0, 0), self.options.resolution), busstop_image, self.ui_manager)
        elif self.enter_uptown == True:
            self.image = UIImage(pygame.Rect((0, 0), self.options.resolution), uptown_image, self.ui_manager)
        else: 
            self.background_surface.fill(self.ui_manager.get_theme().get_colour('dark_bg'))
            self.background_surface.blit(pygame.image.load("media/images/background.png"), (0, 0))
            
            global response_history
            response = response_history
            response_history = response
            self.text_entry = UITextEntryLine(pygame.Rect((50, 550), (700, 50)), self.ui_manager, object_id = "#text_entry")
            self.text_block = UITextBox(response, pygame.Rect((50, 25), (700, 500)), self.ui_manager, object_id = "#text_block")

    def process_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            self.ui_manager.process_events(event)            

            if event.type==pygame.KEYDOWN:
                if event.key== pygame.K_UP:              
                    if self.start_up == True:
                        self.start_up = False
                        self.recreate_ui()
                    if self.enter_mines == True:
                        self.enter_mines = False
                        self.recreate_ui()
                    if self.enter_busstop == True:
                        self.enter_busstop = False
                        self.recreate_ui()
                    if self.enter_uptown == True:
                        self.enter_uptown = False
                        self.recreate_ui()
            if event.type == pygame.USEREVENT:
                if (event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED and event.ui_object_id == '#text_entry'):
                    if event.text != "":
                        # Turn the user's input into a string.
                        message = event.text

                        # Begin the response message. Start with repeating the user's input.
                        response = "<b><i>> {message}</i></b>".format(message = message)

                        # Create a player object using the player's save data.
                        player_data = player.Player()

                        # Check to see if the player is in a scripted sequence.
                        if player_data.scene is not None: # If they are...
                            if player_data.scene == config.scene_id_newgame: # If the player has started the game for the first time.
                                command_response = scenes.Introduction(message)
                                response += ("<br>" * 4) + command_response
                        else: # If they aren't...
                            command_response = utilities.parse_message(message)
                            response += ("<br>" * 4) + command_response

                        # End the response with some decoration. ^_^
                        response += ("<br>" * 4) + ("-" * 20) + ("<br>" * 4)

                        # Add this response to our response history, and then send the entire history to be rendered.
                        global response_history
                        response += response_history
                        response_history = response
                        # Render the response.
                        self.text_entry.set_text("")
                        self.text_block.kill()
                        self.text_block = UITextBox(response, pygame.Rect((50, 25), (700, 500)), self.ui_manager, object_id = "#text_block")
                        
                        if command_response == "You enter the Mines.":
                            self.enter_mines = True
                            self.recreate_ui()
                        if command_response == "You enter a Bus Stop.":
                            self.enter_busstop = True
                            self.recreate_ui()
                        if command_response == "You enter Uptown.":
                            self.enter_uptown = True
                            self.recreate_ui()
    def run(self):
        while self.running:
            time_delta = self.clock.tick() / 1000
            
            # Check for inputs from the player.
            self.process_events()

            # Respond to inputs.
            self.ui_manager.update(time_delta)

            # Draw the graphics.
            self.window_surface.blit(self.background_surface, (0, 0))
            self.ui_manager.draw_ui(self.window_surface)

            pygame.display.update()